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Double Deuce

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Posts posted by Double Deuce

  1. Might not be anything you are currently looking for but I have redesigned the AI and Objective Planning worksheets for use with CMCW. These are the ones by Jon Sowden that are found in the back of the "A Scen Design AAR PDF Book" pdf included with the game. I revised the layout (very minimally) and changed the color shading to match the Blue and Red force sections. They are NOT editable pdfs (form fillable) so you can't type directly on them. I just print them out (using draft mode so they don't suck up lots of color printer ink), and then use them for making handwritten notes.

  2. 2 hours ago, civdiv said:

    Sorry but it is the closest ‘apples to apples’ I could come up with. It isn’t close to perfect but given the timeframe and countries involved it is the closest I could think of.

    IMHO, I'd think a better comparison would be the US in the Battle of Ramadi to the Russians in Grozny. Still not ideal but both fought in heavily built up areas.

  3. I would personally rate a module with the rest of the Warsaw Pact nations low on the priority list. For the most part, they're essentially using the similar enough equipment/organization (with some exceptions of course) and would probably be sufficiently accomplished via a thorough mod. I'd shoot for either the West Germans and Brits as the next module. 

  4. 5 minutes ago, Dr.Fusselpulli said:

    How would you archive that? What would that supporting assets do and how?

    The Task Force (a modified balanced task force set in mid 1985 and after implementation of the Division 86 changes) would be set up as a core force so I could activate anything from that core force for the player to use in a given mission. The extra assets could be elements of the battalions other 3 company/teams, scouts and mortars as well as forces from the brigade and division such as engineers, air defense artillery, field artillery, military intelligence, military police and probably others I'm missing off the top of my head.  Since most of these are going to be part of the core force in the campaign, those asset units losses and status get tracked as would the players active force. With this setup, hopefully I can implement it correctly, any losses to anything associated with the task force will carry over which limits your access to them as the campaign goes on. For example, if you get part of the battalion scouts assigned and you get the killed off, they would not be there for later in the campaign.

    There's more moving parts to the design I'm trying to flesh out and I'm under no illusion it'll be a very large task and it's going to require lots of recordkeeping . . . but that's the plan. 😁

  5. I'm thinking about designing a campaign that sort of uses a US Battalion Task Force as the core unit BUT, the player will only command a single company/team during a mission. The rest of the Task Force (portions of it depending on the storyline) will provide the supporting assets for that company/team in their mission.

    Another option would be, the same core task force concept but, the player takes command of different parts of that task force at different times during the campaign. There would be decision points where you would select your force for a mission from one of the tank heavy or mech heavy company/teams. 

    There are other options/configurations I'm considering but the player's active force would be  be basically kept to a company/team size.

  6. On 5/6/2021 at 6:00 PM, Thomm said:

    I real life, would a buttoned-up tank crew turn the turret (within a given arc) to allow the gunner to scan for distant targets with his sight?

    Yes, when in contact, or expecting contact, the gunner would normally traverse (and scan) at least a 90 deg arc (as mentioned by Thewood1). Since you always try to keep your front toward the enemy, we usually just told the gunner to "scan from fender to fender" (the far outside corners). With the M60 having ammo in the front hull on both sides of the driver, the gunner could look down through the turret basket and get an idea how far he was to the left and right to keep him oriented. With the M1 there is no ammo tubes like the M60 so the gunner usually looked down to see where he was in relation to the driver. 

  7. 1 hour ago, akd said:

    Did the high rate of fire work?  I've read quite a bit on it being problematic, and can't figure out what the actual rate was, with sources giving anywhere from 625 to 1100 rpm.

    We only usually fired low rate (400 rpm iirc) since it was just gunnery and you wanted to have your ammo last as long as you could rather than run out before you fired all your engagements. High rate was like 1000 rpm I think (400 and 1000 are what pop in my head when I try to remember). Most jams/misfires, that I remember, were usually due to the weapon being dry or more commonly, misaligned or not fully seated ammo in the belts. We lubed the weapon and ammo belts quite liberally but we weren't in the desert environment and I could see all that oil being a sand magnet and causing problems. 🤔

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